Dhampir | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Dhampir

Poised between the worlds of the living and the dead, Dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant Dhampirs a taste of a Vampire’s deathless prowess in the form of increased speed, darkvision, and a life-draining bite. With unique insights into the nature of the undead, many Dhampirs become adventurers and monster hunters. Their reasons are often deeply personal. Some seek danger, imagining monsters as personifications of their own hungers. Others pursue revenge against whatever turned them into a Dhampir. And still others embrace the solitude of the hunt, striving to distance themselves from those who’d tempt their hunger.
ability score increase: Your Charisma score increases by 2 and Constitution score increases by 1.
age: Dhampirs mature at roughly the same rate as humans but do not age further after reaching maturity, and they do not die of old age.
alignment: As with Humans, a Dhampir's alignment is solely determined by the individual, though due to their unique heritage and the subsequent treatment by most of the world they easily fall to evil, and they also tend slightly toward chaotic alignments.
Size: Medium
speed: Your walking speed is 35 feet.
Languages: You can speak, read, and write Pure Common and two other languages of your choice.
race features:
Blindsight: You have 10ft of Blindsight.   Darkvision: You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.   Deathless Nature: You don't need to breathe.   Half Dead, Half Alive: You count as both Humanoid and Undead.   Spider Climb: You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.   Vampiric Bite: Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 2d4 piercing damage on a hit. While you are missing half or more your hit points, you have advantage on attack rolls you make with this bite. When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
  • You regain hit points equal to the piercing damage dealt by the bite.
  • You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite.
  • You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Vampire Claws: As a Dhampir your fingernails are tough like claws and are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.   Vampiric Gaze: You can cast the Charm Person spell using this trait. Charisma is your spellcasting ability for this spell. You require no components to cast this spell using this trait, but your target must be able to see you. You can use this trait a number of times equal to your proficiency bonus, and regain all uses when you finish a long rest.   Vampiric Regeneration: Your Vampiric blood allows you to naturally heal. Each time it lands on your turn, if you have taken damange. You are able to regenerate 2d4 hit points.

    Created by

    Lord Mcberry.

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    Race/Species

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